Archive for the ‘Wargames’ Category

Writing a Halite Bot in Clojure [Incomplete Knowledge/Deception Bots?]

Tuesday, December 6th, 2016

Writing a Halite Bot in Clojure by Matt Adereth.

From the post:

Halite is a new AI programming competition that was recently released by Two Sigma and Cornell Tech. It was designed and implemented by two interns at Two Sigma and was run as the annual internal summer programming competition.

While the rules are relatively simple, it proved to be a surprisingly deep challenge. It’s played on a 2D grid and a typical game looks like this:

halite-game-460

Each turn, all players simultaneously issue movement commands to each of their pieces:

  1. Move to an adjacent location and capture it if you are stronger than what’s currently there.
  2. Stay put and build strength based on the production value of your current location.

When two players’ pieces are adjacent to each other, they automatically fight. A much more detailed description is available on the Halite Game Rules page.

Looking at the rules page, it looks like:

  • Bots have accurate knowledge of all positions and values.
  • Deception of bots isn’t permitted.
  • Interesting from a bot programming perspective but lack of knowledge and the ever present danger of deception are integral parts of human games.

    Any bot games that feature both a lack of knowledge and/or deception?

Wargames, simulations, & exercises

Sunday, June 26th, 2011

Wargames, simulations, & exercises

Information about wargaming by professionals.

I wonder how they simulate semantic impedance?

Put another way, how would topic maps assist with Command, Control, Communications, and Computers Information Technology (C4I-IT)?

Given the need the reported lack of integration between intelligence services, I suspect there is ample opportunity for topic maps to play a role. (sorry)